mumpsimus wrote:Also, it would mean automatic requeueing could come back, which would be a big win for those of us playing in time zones that don't have a ton of other players, because it would mean more games available in general.

Requeuing shouldn't be needed anymore with the new matchmaking system.

For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.

For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.

mumpsimus wrote:Also, it would mean automatic requeueing could come back, which would be a big win for those of us playing in time zones that don't have a ton of other players, because it would mean more games available in general.

Requeuing shouldn't be needed anymore with the new matchmaking system.

I'm not sure what you mean by needed. With autoqueueing, I was able to play more matches, because it was likely that somebody was doing well, and their AI survived until I was able to play. Right now I get about 6 or 7 matches a day, which is not a lot, and it looks like I get to play the same player at most once (although that could be coincidence,) which means if I make changes, I won't see their effect on the same map against the same player, even if they queued a game?

I guess in short: how does the new matchmaking work, and why does it obsolete autoqueueing?

(Also, to make sure it's clear: I really like most of the changes in this new alpha, and I'm excited to see where the game goes from here!)

For "Distance From Closest Enemy" I still have a problem if I use it on an enemy target:If I choose OR or LR or MR it is never true. But if I choose SR it is always true. I think it consider that the closest enemy is himself so it is always at SR.

Fixed this + the freezes related to distance from entities selectors in RC4.First post updated!

It looks like filters like 'if enemy (attacking me) and (sniper class) exists' are broken. (Maybe others as well, I don't see if enemy attacking me and at range X firing either I think.)

See debug AI screenshot attached: I'd expect the condition for at least one enemy attacking me, and the condition for a sniper attacking me to light up. (Note it's not because it just started attacking either...)

debug.PNG (377.55 KiB) Viewed 1126 times

Edit: counting looks broken as well: there is clearly more than one enemy at long range, but while >= 1 fires, >= 2 and >= 3 do not...

Since I still haven't fixed my "attack any" nodes, I actually noticed some interesting results from them. It seems like those nodes targets multiple bots at once, but can still do damage to at least one of the bots it's targeting. However, I haven't seen enough games to show all of their patterns

It looks like filters like 'if enemy (attacking me) and (sniper class) exists' are broken. (Maybe others as well, I don't see if enemy attacking me and at range X firing either I think.)

See debug AI screenshot attached: I'd expect the condition for at least one enemy attacking me, and the condition for a sniper attacking me to light up. (Note it's not because it just started attacking either...)debug.PNG

Edit: counting looks broken as well: there is clearly more than one enemy at long range, but while >= 1 fires, >= 2 and >= 3 do not...

I too think there is something wrong with some of the nodes. For example, the enemy shotgun isn't being read correctly in 853675